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Posted (edited)
19 hours ago, Lenain said:

 

Thanks for sharing this. I manage to replace the portraits by mine without trouble, but I'm facing a problem with some of them ingame.
Some look fine while some others look darkened. I have no idea what is causing this. All images I used have the same file format, have been made the same way, are the same x/y size.

I've edited the .ini files of each character to remove the image scaling since they all share the same size. I thought maybe this came from the fact that some portrait had multiple textures to override but it doesn t seem tied to this (some which have a single on work fine while some don't, same for those using multiple ones).

This is not tied to the slot the character is in, neither it is to active / inactive team.

 

I'll join some screenshots if it can help you understand.
Do you have any idea of what could be the cause of this, and if so how to solve it ?

 

All fine

  Reveal hidden contents

allfine.jpg.fc0299ae3f8d53190f04576c8723999f.jpg

 

All darkened

  Reveal hidden contents

alldark.jpg.4a53e48f148fb055142d6436171ccdd6.jpg

 

1 fine and 2 darkened

  Reveal hidden contents

 

1fine2dark.jpg.4ee27b9bf9567d4b782f7e48d3ba5c93.jpg

 

1fine2dark(2).jpg.92e0948c76406281ae7851cd9ba29134.jpg

 

 

Realistically it's a colour space issue. Since this issue is gonna pop up down the line for other users, I'm gonna try to get ahead of things and add an optional conversion pass to force the right colour space via the shader which might fix your issue.

 

Also don't delete the scaling options even if you're not using them, just leave them alone, they aren't ruining your performance just by existing, but getting rid of them might expose issues if the shader isn't getting the inputs it wants.

 

It'd be useful if you can send me your not working version of the mod so I can test on it directly, since right now I'm just assuming what the issue is.

 

Edit: Okay I've written a colour space converter from sRBG to linear (which is what the portrait wants) into the shader itself, it can be controlled via ini.

That should be enough to solve your problem, but I want your images in order to actually test it. I also wondered if different portraits have different colour needs, I HIGHLY doubt it, but it was justification enough that I went with this "catch-all" approach. Basically if an image looks darker than it should, you can fix it on a per image basis by simply changing a number in the ini.

Edited by IncogACC
Posted (edited)
9 hours ago, IncogACC said:

 

Realistically it's a colour space issue. Since this issue is gonna pop up down the line for other users, I'm gonna try to get ahead of things and add an optional conversion pass to force the right colour space via the shader which might fix your issue.

 

Also don't delete the scaling options even if you're not using them, just leave them alone, they aren't ruining your performance just by existing, but getting rid of them might expose issues if the shader isn't getting the inputs it wants.

 

It'd be useful if you can send me your not working version of the mod so I can test on it directly, since right now I'm just assuming what the issue is.

 

Edit: Okay I've written a colour space converter from sRBG to linear (which is what the portrait wants) into the shader itself, it can be controlled via ini.

That should be enough to solve your problem, but I want your images in order to actually test it. I also wondered if different portraits have different colour needs, I HIGHLY doubt it, but it was justification enough that I went with this "catch-all" approach. Basically if an image looks darker than it should, you can fix it on a per image basis by simply changing a number in the ini.

I actually haven't delete the scaling options, just set the position to 0 and scale to 1. Sorry i didn't phrase that properly in my initial message. I haven't touch anything beside that.

Here you can find the mod with the issue.

 

I will try using other images on my side to see if it s tied to characters or if it comes from the image files.

 

Thanks !

NeedFIX Portraits.rar

 

 

EDIT : So i tried with some other pics I had for the same selection of characters, same size, same image format, same process etc... Turns out now only shorekeeper is still darkened. So it seems to be tied to image themselves rather than the mod. But I really have no idea why....
See below...
 

Spoiler

 

allfine1.jpg.424a1b48cbf266b26d5536066d64b2b6.jpg

 

allfine2.jpg.7dff28e14488f5be6088de170e61edcb.jpg

 

allfine3.jpg.b2358e56c63226bed2c649bd9bab328a.jpg

 

2fine1dark.jpg.0d7140f378653bd5422fc871188f4d7c.jpg


 

Here is the archive with the alt portraits used here if that can help ( i only change those specific characters)
 

NeedFIX Portraits Alt.rar

Edited by Lenain
complement
Posted
On 3/6/2026 at 3:28 AM, dead1309 said:

I don't wanna do it... this mod makes me angry.

 

image.png.996315ce03335865847904be23b13c84.png

Here's me crashing out over the mods for a minute.

Spoiler

I just CANNOT deal with dumbfucks who have no standards. If they can't even give enough of a fuck to meet the absolute bare minimum, then they legit don't even deserve the absolute miniscule amount of attention they may get from me fixing their trash here. Talentless hacks unloading broken slop for a quick profit don't even deserve to be cracked.

 

I refuse. I refuse to touch this dogshit for another second. Call me melodramatic or whatever, I call it having standards.

 

As for the Moryne mod. This one ALSO makes me angry, I explicitly decided to ignore NoMention mods because this guy's ini writing, if you can even call it that, pisses me off to high heaven and back, full of random uncommented lines, a bunch of copy n pasted variables and broken present code that literally sits there doing nothing but eating up performance. Yet another fucking moron who's mess I DON'T want to clean up.

 

Unfortunately I do actually like the design, unlike the Galbrena mod, so I have some level of personal justification to do something about this and if I'm doing it for myself then I may as well share the results.

 

Toggles: 14

 

Up - Veil

Down - Stockings

Left - Leotard

Right - Top

 

Alt Up - Wing

Alt Down - Wing

Alt Left - Chest fabric

Alt Right - Skirt

 

Ctrl Up - Halo

Ctrl Down - Back Tattoo

Ctrl Left - Cups

Ctrl Right - Belt waist thing

 

Shift Left - Gloves

Shift Right - Chains / Skull

 

Crashout part 2

Spoiler

That was an ungodly amount of work for 1 mod, I think I spent over 4 hours on this all because dumbfuck messed up the base bodies. There are 2 base bodies in the mesh, 1 with pushed up breasts designed to have the leotard cups under it and one without. The one with pushed up breasts looks really bad if the leotard cups aren't there, you can see the skindentation lines but nothing is holding it up and the nipples are unpleasantly smooshed.

 

Typically you'd swap the base body from 1 to 2 when taking off the leotard cups and you'd see the breasts settle in response which does add a little immersion to the mod, which normally is pretty cool but in this case, body 1 and 2 have separate UVs and the stockings, garter and chest fabric are all ONLY attached to the first body, meaning if I want to take the leotard off, I need to swap to base body 2 and I lose the fabrics because base body 2 doesn't HAVE the fabric textures in it's UVs.

 

Normally, this would be the time for draw call reconstruction. If I can just write new draw calls that only draw the stockings, garter and chest fabric then I can apply those draw calls to the 2nd base body and vice versa giving me full control over those components.... Well no, not this time.

The base body here was drawn in a really annoying way, kind of like a printer from side to side, where the vertices for the fabric parts were COMPLETELY mixed in with the skin vertices, so even if I took the shortest possible route and split both bodies into 2 halves, it would still come out to HUNDREDS of draw calls. 

I did give it a shot, but I got less than a quarter the way through after burning like an hour and a half on it and I had already hit over 50 draw calls, this shit was not going ANYWHERE so I gave up.

 

I wired up the toggles and put in logic to simply swap the body when taking off the leotard cups, just accepted that you'd lose the fabrics in the process as well. But then I took a look at the texture and remembered my birthday last year where I spent around 10 hours doing texture edits to crack a single Augusta mod in a similar fashion and figured that since the 2 bodies have completely separate UVs, I can just manually duplicate and port over the necessary textures for each combo of stockings and chest fabric, then do the swaps via the textures instead of draw calls.

There was just one problem... Because the modder is cringe, they decided that EVERYTHING had to be stuffed into an 8k mega texture instead of just using separate textures and assigning them to their standard hashes like a normal person, which meant that every copy I made of both the diffuse and normal map was a 64mb copy of an 8k texture. Needless to say the file size BLOATED like crazy as a result, with 6 additional textures added to support the toggles.

 

But in the end after about 3 hours or something, I had working separated toggles for the silks. Worth it? Fuck no, gimmie my entire afternoon back.

 

Oh yeah one more fun fact, originally this mod had short hair and a hair toggle, but this idiot forgot to actually sculpt the back of Moryne's head after removing the long hair part, so without the long hair there's just a hole in the back of her head. I had no choice but to remove the hair toggle and force long hair again.

 

image.thumb.png.f8fd53c043d7ede9002f8f843dd26fa0.pngimage.thumb.png.48abddcedb3350d002e670f1cce2f8b4.pngimage.thumb.png.5851df20fe147914bb6028e891e37d66.pngimage.thumb.png.fe2604290792c60aaa07f722450773db.pngimage.thumb.png.2bc98dd16e767279af6575debfe060b7.png

One of these screenshots is the entire reason I bothered to do this mod.

 

Been a minute since I spent this long on a single mod, been a minute since I've modified anything in general what with the whole bike n portrait business, I had some stuff backed up but at the end of it this was the only mod I ended up modifying.

The Fallen One.rar

Posted
4 hours ago, Lenain said:

I actually haven't delete the scaling options, just set the position to 0 and scale to 1. Sorry i didn't phrase that properly in my initial message. I haven't touch anything beside that.

Here you can find the mod with the issue.

 

I will try using other images on my side to see if it s tied to characters or if it comes from the image files.

 

Thanks !

NeedFIX Portraits.rar 45.46 MB · 1 download

 

 

EDIT : So i tried with some other pics I had for the same selection of characters, same size, same image format, same process etc... Turns out now only shorekeeper is still darkened. So it seems to be tied to image themselves rather than the mod. But I really have no idea why....
See below...
 

  Reveal hidden contents

 

allfine1.jpg.424a1b48cbf266b26d5536066d64b2b6.jpg

 

allfine2.jpg.7dff28e14488f5be6088de170e61edcb.jpg

 

allfine3.jpg.b2358e56c63226bed2c649bd9bab328a.jpg

 

2fine1dark.jpg.0d7140f378653bd5422fc871188f4d7c.jpg


 

Here is the archive with the alt portraits used here if that can help ( i only change those specific characters)
 

NeedFIX Portraits Alt.rar 54.87 MB · 0 downloads

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

Posted
30 minutes ago, IncogACC said:

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

 Thanks for making this fix ! You're really the master of modding on this game.
When I originally start creating this mod prior to 3.0, i had some similar issues when i wasn't converting the files to .dds properly. I would have either dark or light pictures in game, depending on how i converted the .png to .dds. Once I had found the right way to do it, I had consistent results. Now since I made all the .png the same way for this, it didn't made any sense to me that it was working for some, and not for others.

I lack the knowlegde about image and file properties to understand properly everything you explained, I have to admit.

So all I can say is thank you again for making a fix for me to enjoy tweaking the mod !

Posted (edited)
3 hours ago, damsox456 said:

DONT WORK I TRIED

YES IT DOES WORKS, SHOW ME YOUR RABBITFX VERSION…

 

image.png.8ac63c0a6247ed481fb1d1384a5de43c.png 

 

image.png.f27697a9c2e54f5dd6a542151b141d00.png

Edited by Valkomerenn
Posted
5 hours ago, IncogACC said:

 

Yeah, like I said it's a colour space thing which is a property of the images themselves.

My mod originally didn't modify images at all and the portraits are expecting a linear colour space so if you put in an sRGB image, which PNG's don't directly conform to linear so it leads to the darkening effect you're seeing.

 

Normally this would require you to re-export your images in the correct colour space, which is what you yourself have stumbled upon, but I went ahead and put a solution directly into the mod itself.

 

Now if you have an input image that looks dark, you can tweak a single number in the ini and the shader will run a conversion pass to linear which will fix the colours without you needing to re-export the pic, meaning you can just save any old PNG from the internet, throw it in the mod folder and rename it, then tweak the size, positioning and colour space via the ini itself, no need to manually edit anymore.

I can't think of a more user friendly approach than that.

 

image.thumb.png.13beced9398af2a321ebb275d958f950.png

 

The update is live on GB now along with portraits set up for almost all of the missing characters.

There is an AI for Satoshi Urushihara art style? OMG

Any chance to make loading Backgrounds with this??

Posted
7 hours ago, IncogACC said:

I don't wanna do it... this mod makes me angry.

 

image.png.996315ce03335865847904be23b13c84.png

Here's me crashing out over the mods for a minute.

  Reveal hidden contents

I just CANNOT deal with dumbfucks who have no standards. If they can't even give enough of a fuck to meet the absolute bare minimum, then they legit don't even deserve the absolute miniscule amount of attention they may get from me fixing their trash here. Talentless hacks unloading broken slop for a quick profit don't even deserve to be cracked.

 

I refuse. I refuse to touch this dogshit for another second. Call me melodramatic or whatever, I call it having standards.

 

As for the Moryne mod. This one ALSO makes me angry, I explicitly decided to ignore NoMention mods because this guy's ini writing, if you can even call it that, pisses me off to high heaven and back, full of random uncommented lines, a bunch of copy n pasted variables and broken present code that literally sits there doing nothing but eating up performance. Yet another fucking moron who's mess I DON'T want to clean up.

 

Unfortunately I do actually like the design, unlike the Galbrena mod, so I have some level of personal justification to do something about this and if I'm doing it for myself then I may as well share the results.

 

Toggles: 14

 

Up - Veil

Down - Stockings

Left - Leotard

Right - Top

 

Alt Up - Wing

Alt Down - Wing

Alt Left - Chest fabric

Alt Right - Skirt

 

Ctrl Up - Halo

Ctrl Down - Back Tattoo

Ctrl Left - Cups

Ctrl Right - Belt waist thing

 

Shift Left - Gloves

Shift Right - Chains / Skull

 

Crashout part 2

  Hide contents

That was an ungodly amount of work for 1 mod, I think I spent over 4 hours on this all because dumbfuck messed up the base bodies. There are 2 base bodies in the mesh, 1 with pushed up breasts designed to have the leotard cups under it and one without. The one with pushed up breasts looks really bad if the leotard cups aren't there, you can see the skindentation lines but nothing is holding it up and the nipples are unpleasantly smooshed.

 

Typically you'd swap the base body from 1 to 2 when taking off the leotard cups and you'd see the breasts settle in response which does add a little immersion to the mod, which normally is pretty cool but in this case, body 1 and 2 have separate UVs and the stockings, garter and chest fabric are all ONLY attached to the first body, meaning if I want to take the leotard off, I need to swap to base body 2 and I lose the fabrics because base body 2 doesn't HAVE the fabric textures in it's UVs.

 

Normally, this would be the time for draw call reconstruction. If I can just write new draw calls that only draw the stockings, garter and chest fabric then I can apply those draw calls to the 2nd base body and vice versa giving me full control over those components.... Well no, not this time.

The base body here was drawn in a really annoying way, kind of like a printer from side to side, where the vertices for the fabric parts were COMPLETELY mixed in with the skin vertices, so even if I took the shortest possible route and split both bodies into 2 halves, it would still come out to HUNDREDS of draw calls. 

I did give it a shot, but I got less than a quarter the way through after burning like an hour and a half on it and I had already hit over 50 draw calls, this shit was not going ANYWHERE so I gave up.

 

I wired up the toggles and put in logic to simply swap the body when taking off the leotard cups, just accepted that you'd lose the fabrics in the process as well. But then I took a look at the texture and remembered my birthday last year where I spent around 10 hours doing texture edits to crack a single Augusta mod in a similar fashion and figured that since the 2 bodies have completely separate UVs, I can just manually duplicate and port over the necessary textures for each combo of stockings and chest fabric, then do the swaps via the textures instead of draw calls.

There was just one problem... Because the modder is cringe, they decided that EVERYTHING had to be stuffed into an 8k mega texture instead of just using separate textures and assigning them to their standard hashes like a normal person, which meant that every copy I made of both the diffuse and normal map was a 64mb copy of an 8k texture. Needless to say the file size BLOATED like crazy as a result, with 6 additional textures added to support the toggles.

 

But in the end after about 3 hours or something, I had working separated toggles for the silks. Worth it? Fuck no, gimmie my entire afternoon back.

 

Oh yeah one more fun fact, originally this mod had short hair and a hair toggle, but this idiot forgot to actually sculpt the back of Moryne's head after removing the long hair part, so without the long hair there's just a hole in the back of her head. I had no choice but to remove the hair toggle and force long hair again.

 

image.thumb.png.f8fd53c043d7ede9002f8f843dd26fa0.pngimage.thumb.png.48abddcedb3350d002e670f1cce2f8b4.pngimage.thumb.png.5851df20fe147914bb6028e891e37d66.pngimage.thumb.png.fe2604290792c60aaa07f722450773db.pngimage.thumb.png.2bc98dd16e767279af6575debfe060b7.png

One of these screenshots is the entire reason I bothered to do this mod.

 

Been a minute since I spent this long on a single mod, been a minute since I've modified anything in general what with the whole bike n portrait business, I had some stuff backed up but at the end of it this was the only mod I ended up modifying.

The Fallen One.rar 195.95 MB · 1 download

Valid crash out, like sniper of TF 2 always said "Professional have standard". Thanks for mornye mod tho.

Posted
1 hour ago, nonamewind said:

How can I make animated images like before?

There's not a convenient pipeline for making them. You have to edit a video > Turn it into frames > Create a texture array from those frames > Load and drive those frames using animation code.

I did all of my animations raw without use of tools and only some templates because I came up with the method and wrote all the code myself, so it's easy for me who already knows what every part is and how it moves.

 

I wrote this a long time ago for Genshin card mods and the fundamental logic hasn't changed, but right now I don't have a publicly available version of my WuWa animation templates and I'm not exactly looking to hand them out since I haven't updated them for the new portrait system yet.

 

 

On that topic actually, I don't really know what to do about my old portrait mods.

 

I used to pay for Google drive storage back when I was hosting Genshin card mods, hosting Genshin mods for an old archive I started, hosting modpacks, hosting the WuWa portrait mods and now hosting the UI and modified mods, but I stopped paying because I stopped needing the space after having deleted so much of it and my plan finally expired last month, so I don't have the virtual storage to actually rehost all my portrait mods even if I did fix them.

 

Honestly though, I'd rather just redo those portrait mods anyway, I put a shitload of effort into the technical side of it and that part is still completely valid today, but design-wise I made those animations WAY too long for no real reason, kind of a hold-over from my Genshin card days when long animations made a lot more sense. If I were to redo EVERY single character with substantially shorter animations, then maybe I could host them with what drive space I have left.

Posted
19 hours ago, OldSoul99 said:

There is an AI for Satoshi Urushihara art style? OMG

Any chance to make loading Backgrounds with this??

i'm not the only one to have his art book ?:d

Posted
6 hours ago, zhangwen said:

Can someone share?

QQ20260309-143316.png

Here it is.

 

I wonder...

Would it be possible to mod this over basic skin MaleRover ? I would kinda fancy having 2 FRover on title screen, my usual skin on Frover that i already use and this one on the right over MRover.

RoverSkinMod.rar

Posted
13 minutes ago, Barron-Monster said:

i'm not the only one to have his art book ?:d

I never got the Art Book (shame) but have the OG Plastic Little VHS, Dark Crimson manga (hardcover) and Growlanser WOT game.

Posted (edited)

I'm done with the portrait mod in Satoshi Urushihara's style.
The only thing left to do is check if the portraits are displayed correctly in game, but there is a bunch of characters i don't have and can't test. I managed to check some of them by playing a run of Dreaming Deep, but there are still some left to check and I won't be able to check 3.x characters that way.

 

Can anyone having those characters, tell me if their portraits in the team UI are displayed properly / darkened / washed out :
 

Aemeath

Cartethyia

Ciaccona

Jinshi

Lynae

Mornye

Brant

Changli

Luuk

Qiuyuan

 

Thanks.

 

@IncogACC How should I credit you for creating the OG mod if i share mine anywhere ? GB nickname and link there?

Portraits test.rar

Edited by Lenain

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